As follows is the summary of our first session. Feel free to role-play and flesh out interactions as each of you see fit, especially during the 2 day mach to Twin Forks (where we will begin, next session...)

Each of you had journeyed from your own respective places (each recieved a hook which I will not utter here) and arrived in the Village of Harker's Ferry.Over the course of the last few days, each of you came to realize through idle conversations (not too many adventuring types around here) that you all shared a common goal, the legendary dwarven fortress Dharzoul. On a busy, what called for busy in Harker's Ferry at least, night there was an old man sitting near the fire telling tales for copper. One of his stories in particularly caught each of your attention, his recounting of a mighty dragon who was brought to ruin by a powerful lich.As you questioned, it became quite clear that this teller of tales was merely spining tales spun on tales. However, soon after as you sat back at your own table, a man approached named Arik and was granted a tankard of the B;ue Gill's finest. He made the claim that if you were interested in that "Dragon mountain" than you should seek out a man named Lothar the Shiv in a village not 3 days north of here. (The successful spot rewarded each of you with the information that at the mere mention of "Lothar" two men ran out of the inn) XP: 50

In the morning, after deciding to part for Twin Forks, you head north. The road is well-traveled, especially with farmers and merchants carrying various forms of grain, and smooth. However, nearing dusk (spot success) you notice a pair of riders, about a quarter mile away, standing...watching...they ride off suddenly. Quickly you vactated the road moving behind a copse of trees. (Spot...the riders are too far away to gather any discernible information...but there is definately something moving behind that boulder...) Great job on surprising and ambushing the "ambushers." XP: 400After the conclusion of battle, the two leaders of this bandit party were captured, one of them has fully agreed to assist you in locating Lothar (come to find out, they are paid by Lothar to watch these roads, any one searching for him is to be stopped so that word can be brought to him) he has never met Lothar personally but he contracts through a man named Artur, you also discovered that Artur has a slave named Arcana (a mage at that) that is apparently not overly fond of Artur or being in servitude (this is however disputed by the unfriendly second prisoner...even though he was tortured by Nicos...(btw not very lawful ) XP: 100You have now set out with increased fervor to reach Twin Forks.Twin Forks

After arriving in Twin Forks, the party discovered the Dance Hall empty...this caused great fear amongst the captured bandits. As the party began asking questions among the townsfolk concerning the house of lothar they met a dwarf name Ash and he led them to the home ("dang Lothar, fin'ly some'un come to tay um out") Gather Information XP: 75

Lotahar's home turned out to be the local thieve's guild hangout. inside the party discovered Atur and Arcana along with 15 bandits. After a long hard fought battle the party triumphed and captured both Artur and Arcana...XP: 2625Treasure: bracers of armor +4, wand of fireballs (CL 5, 20 charges), +2 dagger, +1 flame tongue, +1 half-plate mail, +1 heavy shield, 225 gp, and 75 pp.

The party learns that Lothar fled the town the previous night heading south towards Colvin.

As the party journeyed south along the river they happened across an Elven archer named Rania who now accompanies them (new player...welcome).

About halfway to Colvin the adventures stopped in a village called Whitehill on the instance of Mortimer (campaign hook). After asking around the vilage for "Gerdie" they find this witch of the wild about an hour into the swamp. She claims she can assist the party in locating the Vanishing Mountain but first requires them to pass a test not only of skill but also of heart. There is a hydra deep in the swamp that has been preying on the villagers, she wants you to slay it and retrieve its treasure. She wants the treasure returned to her so she may give it to the village to help them. XP: 100

With all the rangers of the party, tracking down the Hyrda was incredibly fast. (Survival checks XP: 50)The party discovers that not only does a hydra dwell here but in fact it is a twelve-headed Pyrohydra. The party triumphs, on a sad note however, Nicos the monk/Paladin falls to the breath of the Hydra...XP: 2250 players have leveled

Upon returning to Gerdie, Nicos is resurected and he sets out south to continue searching for Lothar and to turn in the prisoners to the Temple of St. Cuthbert in Colvin...(hopefully he returns to the party sometime in the future)Gerdie than sends the group east to a small farming town called Shel's Head in search of the first piece of the Amulet of Dragon Warding, the Shard of Righting.

Once in Shel's Head, discovering the loaction of "Old Cud" was quite easy and upon entering the "antique shop" they are perplexed by the old and senile man inside. After some knowledge checks the party come to the conclusion that the man is cursed and a simple remove curse spell breaks this enchantment...they dissover that the old man is indeed the legendary Clarendon of the Singing Blade (when he enters combat his sword sings...counts as a continuous bless spell) and he accompanies them as a henchman (being 70 years old however will greatly limit his combat involvement. XP: 250. They also acquired the Shard of righting now held by Nyle the Sorcerer. he has discovered some interesting powers associated with this piece of the amulet.

Upon returning to Gerdie she tells them of the second piece (the shard of finding) an sends them off south towards Melhin's Manor house...reported to be a hanted house.

If players are interested in shopping they may stop in the town of Colvin (GP LIMIT 5000) on the way to the manor house.

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